﻿/*
 
Celerity: Sensory Overload
Copright 2012 by Adam Hill, David Gannon, Thomas Tamblyn & Patrick Ytting
Contact: adam.hill@outlook.com
Website: adamhill.org
Licence: MS-Pl Licence
  
 */

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Celerity.Data;

namespace Celerity
{
    public static class GlobalGameStates
    {
        public static GameState GameState;
        public static MenuState MenuState;
        public static MuteState MuteState;
        public static CameraState CameraState;

        public static bool ControlAvailableWebcam;
        public static bool ControlAvailableInclinometer;
        public static bool ControlAvailableGamepad;
        public static bool ControlAvailableKeyboard;

        public static int BombsLeft = 3;
        public static int LivesLeft = 3;
        public static int PlayerAliveMilliseconds = 0;

        // Redundant, left for future reference in case a similar cylical state is added
        //public static void NextInputMode()
        //{
        //    int mode = (int)InputMode;
        //    int[] values = Enum.GetValues(typeof(InputMode)) as int[];

        //    mode++;
        //    if (mode > values.Max())
        //    {
        //        mode = values.Min();
        //    }

        //    if (!values.Contains(mode))
        //    {
        //        throw new InvalidOperationException("InputMode enum values are not sequential.");
        //    }

        //    InputMode = (InputMode)mode;
        //}
    }
}
